﻿// The MIT License (MIT)

// Copyright 2015 Siney/Pangweiwei siney@yeah.net
// 
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
// 
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
// 
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.

using System.Collections;
#if UNITY_EDITOR
using UnityEditor;
#endif
#if !SLUA_STANDALONE
using UnityEngine;
#endif

namespace SLua{
	public enum EOL{
		Native,
		CRLF,
		CR,
		LF,
	}

	public enum JITBUILDTYPE : int
	{
		none = 0,
		X86 = 1,
		X64 = 2,
		GC64 = 3,
	}

	public class SLuaSetting 
	#if !SLUA_STANDALONE
		: ScriptableObject
	#endif
	{

		public EOL eol = EOL.Native;
		public bool exportExtensionMethod = true;
		public string UnityEngineGeneratePath = "Assets/Slua/LuaObject/";

        public bool PrintTrace = true;


		public JITBUILDTYPE jitType = JITBUILDTYPE.none;

		// public int debugPort=10240;
		// public string debugIP="0.0.0.0"; // no longer debugger built-in

		private static SLuaSetting _instance=null;
		public static SLuaSetting Instance{
			get{
				#if !SLUA_STANDALONE
				if(_instance == null){
					_instance = Resources.Load<SLuaSetting>("setting");

				#if UNITY_EDITOR
					if(_instance == null){
						_instance =  SLuaSetting.CreateInstance<SLuaSetting>();
                        try
                        {
                            AssetDatabase.CreateAsset(_instance, "Assets/Slua/Resources/setting.asset");
                        }
                        catch {
                            
                        }
					}
				#endif

				}
				#endif
				return _instance;
			}
		}

		#if UNITY_EDITOR && !SLUA_STANDALONE
		[MenuItem("SLua/Setting")]
		public static void Open(){
			Selection.activeObject = Instance;
		}
		#endif

	}

}